/Engine/Source/Runtime/Engine/Public/Physics/GenericPhysicsInterface.h
Trace a ray against the world and return touching hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
static bool RaycastMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )